you completely forgot that Maya also has a 3rd option which is xgen Interactive groom, it's a completely new tool and has nothing to do with the old xgen.
@@musashidanmcgrath it's not "in" xgen, xgenIGS came after the first xgen and is a completely separate product it literally has nothing to do with the 1st xgen the only thing they have in common is the name that's it.
@@elconquistador3340 Yes, sorry, but you didn't say XgenIGS in your first post, you just said interactive grooming. That's why I thought you meant the interactive grooming hair and fur system that's built into Xgen. 👍
Blender shouldn't even be on the list. Blender is not getting good hair updates and its is not animatable as it in maya. It can be used for basic hair types but not for complex things. You can animate it with proxy geonode and cloth simulation but it is not even giving proper result. Also it is not possible to import hair from maya or Houdini to blender like you do from Houdini to maya. Also there is yeti and ornatrix addons for maya too. Yeti is used for arcane. But inbuild tools are very capable.
@@user-ld7vp6jt9n what would you expect? A company has professional dev building their tools and well paid and a company building tools with 100% donation money, you get the idea... Even if blender are open source for people to use and improve it, most of them are just amateur coder, i think it will take a long time until they can be on par with simulation like houdini or maya. Accepting the truth everyone, you need to learn industrial standard software to get job and learn blender for your hobby project. After all blender is a good enough software now compare to it version from decade ago
Was a while since I used Maya but I remember creating a monster for one of my very first games and Maya had that one menu where you could pick a haistyle and apply it, took 2 minutes for me to make a cool hairy monster. In Blender in comparison there have been no quick and easy way to create/apply hair. However this is also about how deep I went with hair creation and have not dug deep into it since then. Blender I saw got some new hair system a while ago but i have yet to try it out but since I might soon be making some monsters again I ll try to learn the process proper by then. I just remember how easy it was with Maya compared to Blender back then , 2013-14 i think it was, It was even before discovering that game engines like Unity and Unreal were avaible to the public so I instead made everything with 2D still images that I made in Maya and also GIMP and then I coded the game itself directly inside a Visual C# project that just switched between the storytext and still images in the Visual Studio UI canvas as well as played some creepy sound effects at the proper mioments. Im currently working on remaking this game using Blender and Unity.